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Nier Automata
http://forum.xentax.com/viewtopic.php?f=10&t=16011
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Author:  TSelman61X [ Sat Oct 28, 2017 7:11 pm ]
Post subject:  Re: Nier Automata

delguoqing wrote:
o0Crofty0o wrote:
Thank you very much!
Any word on how to get the wmb parser to work? Does it require a specific Python version?


I'm using python 2.7.8, and most likely it will work with 2.7.x.

Make sure you have python installed, then run the script with the wmb file path as argument.
for example:
python wmb_parser.py D:\data006\pl\pl000_dtt\pl000.wmb

A gtb file should be generated in the same directory as the wmb file. Then you can use Blender addon to import it.

Here's what it should look like in Blender.

Attachment:
9S.png


how did you get this model.
- What tutorials should I follow?
- What tools do I need to use?
- which program you used to import.?
https://gist.github.com/Wunkolo/213aa61 ... ebb8ab89c2 how will i use it

Please show me.

Author:  TSelman61X [ Sat Oct 28, 2017 7:12 pm ]
Post subject:  Re: Nier Automata

This are my questions:
- What tutorials should I follow?
- What tools do I need to use?
I hope someone is so kind to guide me with this.

Thanks in advance. :)

please reply

Author:  Chisa Makimura [ Thu Nov 09, 2017 2:37 am ]
Post subject:  Re: Nier Automata

yarrmateys wrote:
SirZephy wrote:
however, these .wsp files/archives are at least 30MB large and are being converted down to 2-5MB audio files so I'm not sure if these .wsp files contain more than one audio file in them?

yeah, they do. they contain multiple file headers. they probably need to be split first.

edit: a quickbms script to do it.
Code:
findloc OFFSET string "RIFF"
do
    goto OFFSET
    get DUMMY long
    findloc NEXT_OFFSET string "RIFF" 0 ""
    if NEXT_OFFSET == ""
        get SIZE asize
    else
        math SIZE = NEXT_OFFSET
    endif
    math SIZE -= OFFSET
    log "" OFFSET SIZE
    math OFFSET = NEXT_OFFSET
while NEXT_OFFSET != ""

just select every wsp file when it asks you for source, it'll output every file's contents into separate folders.

if you combine all the wem and wsp files into one using copy /b command, it'll be even easier. the single file that'll result from that will output everything inside of it in an ordered way into the same folder without any need for messing with moving, folders, files, filenames and such.

after combining this with your stuff i got over 400 files out of it.


I did this but all i have now is .wav files that dont work what do i do now

Author:  Rindera [ Tue Mar 13, 2018 7:56 am ]
Post subject:  Re: Nier Automata

So... Russian project is dropped. I've read the whole in-game text and corrected an enormous number of errors and typos. The team included those into the game and they do not want to do anything more. They don't share tools as well.
And now I'm in search of any tools or people that can help me to finish the translation. I've read the thread and not clearly understand if the tools exist or there are only ripped pieces of code. I'm not a programmer so it is pretty tough.
Now my friend is rewriting this https://github.com/micktu/att tool because it's bugged and works only in win8+. So I think this is not a problem. But I don't have ANY tools to work with the interface texts and fonts.
Any help?

Author:  Kerilk [ Mon Jun 11, 2018 5:22 pm ]
Post subject:  Re: Nier Automata

Thanks to delguoqing and DEElekgolo and everybody I forgot to mention (sorry about that) work on the model format I have implemented support for Nier Automata's model to my noesis plugin. It is including animation support as the animation format used is identical to Bayonetta 2. Notice that material are only texture + normal map for now.
I have found several new vertex formats while doing so and I described them in the binary templates located here:
https://github.com/Kerilk/bayonetta_tools/tree/master/binary_templates

You can find the plugin here:
https://github.com/Kerilk/noesis_bayonetta_pc
in the release section.

What you should get (Once you disable the armor meshes using the Data Viewer tool):
Image

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